Weaknesses and Resistances

Abilities

Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being [paralyzed]{mechanic:paralysis}.
Pokémon that are immune to []{type:electric}-type moves can still be paralyzed by this ability.
Overworld: If the lead Pokémon has this ability, there is a 50% chance that encounters will be with an []{type:electric} Pokémon, if applicable.

This Pokémon cannot be [asleep]{mechanic:sleep}.
This causes []{move:rest} to fail altogether. If a Pokémon is asleep and acquires this ability, it will immediately wake up; this includes when regaining a lost ability upon leaving battle.
This ability functions identically to []{ability:insomnia} in battle.
Overworld: If the lead Pokémon has this ability, higher-levelled Pokémon have their encounter rate increased.

Electro Ball's power is greater depending on how much higher Speed the user has over the target Pokemon's Speed. It has 150 power if the target's Speed is up to 25% of the user's Speed; 120 power if the target's Speed is up to 33% of the user's; 80 power if the target's Speed is up to 50% of the user's; and 60 power if the target's Speed is more than 50% of the user's.

TM / HM

Hidden Power's power and type vary depending on the individual Pokemon using it, ranging between 30 and 70 power. There is no way to change a Pokemon's Hidden Power type or power, so you are stuck with what you have. Hidden Power is always a Special-based move.

The user throws its Held Item, removing it permanently while tossing it at the target. Power, type, and side-effect are determined by the item tossed, generally by the implied weight of the item (Iron Ball is the heaviest, and the Plates are also very heavy).